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http://www.matrixgames.com/forums/tm.asp?m=3185062) V$ x3 C1 ]: U; b$ P
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已经共享到岛群QQ和本论坛置顶资源帖+ U1 K/ ]4 a* Q, d/ Z& v
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大量更新,详见列表:& f* T X+ \* J1 s$ {% ]2 o
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$ r! U& p7 u5 @Change History:
# p, r0 u8 E4 q$ e0 |: K+ lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ y5 k4 ^( f& z. y
1. Seventh Update – This release is a comprehensive release updating all previous
3 R. M+ O( p8 m" Hversions to v1.01.17 beta Y9 D9 O9 y( M* ?9 b! j2 g
2. Code Changes! U/ n' I t$ r( p% r" _
Fixed! m/ Z9 A/ {2 C8 Z" D' k; d3 f
1. Display of AF/Port icon between player saves based on player's intel! p0 U% ]# l0 W# f! a) V% \/ i
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 [' ~3 p9 O; H
weapon list updated
! k M% w) c6 @" n) S/ u3. Reported cargo/troop safety values incorrect when no cargo/troop space6 }. ?$ S. J: O4 E/ i
4. Allow smaller 'reserve' space for small groups on ships: R7 M& ^+ `+ g. R
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- X0 j, ?' L6 @! {6. Correct attacking plane count before final post-air combat
. o) c+ O& H0 F; G* N7. Pilot promotion may have occured in error sometimes
) G2 j& K4 ]1 \( {1 M8. Raid detect message sometimes dropped of the combat report
+ @) K1 w# x) ~6 _9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. y9 w& {9 i% \1 U! b* _* o
generally
9 y, b* t! M7 _% H; G! ~" J( H10. Some pilot-leader connections were being corrupted, ?) g5 Q/ ?4 {9 i P9 M$ f
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- \! G/ S2 j8 _
other move issues due to the incorrect indicator
6 a$ T$ \5 G, `- b: J12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 p: F9 m0 r$ {% M" g
damage
0 k- r: |" T. i13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% F( R0 ~* A0 N0 {, Y0 ^& O7 K Z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) ~* I( Q2 Y3 `/ T4 `date sort
6 c6 c/ d+ i. T1 e7 V# j4 p15. ASW groups not allowed to attack sometimes
5 B8 F& b6 q5 T2 l+ D16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" E- t2 A! N/ C/ q% B) s H* yHQ/LCU to jump to reinforcement queue
+ V9 H9 M4 O, ^3 y2 F& g17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 E2 n' Z$ ?+ e9 {18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 S; T( z/ f# V3 Zat start of AE but crept back in sometime during updates6 \ h4 P( S+ B* p7 O
19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ [& r, b) k( @: Z! b
fragment.
. J1 y9 f, l6 v' C0 E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 g' h" r% s! }1 H% l* \" @( i21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 Y! \' M, ^5 m+ wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 ? R4 K4 }( c6 D& P
set6 H9 f2 e$ _. Y; D
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
$ J7 L8 _$ ~& d# O5 b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 A( |/ g+ l/ n: s# z5 e
24. Bug caused F/FB to sometimes bomb at low altitude$ o/ k; ]9 c9 j1 k* l9 S; L
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# q- F- O/ q5 u+ E0 l5 H% T+ Y
occurring properly.' U' b6 j7 W1 ^, l
26. Bug in Industry 'failed' indication not showing properly sometimes
# I' M; j6 |) ]1 d, O) K27. Location check at scenario load to include small map sceanrios
/ f# a! j6 W' v$ E28. Bug in air supply to fragments in a non-friendly base hex' t# Y$ s, `4 k. Q
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 ~" E: g! Z8 g& J, ~being set to homebase before execution of the mission – ie was returning to base
' S3 k6 z) c9 f; gimmediately- Q, i# C( z6 c! \! ?
30. Error in Strategic map display+ r% w. l9 A, b4 P" |
31. Additional and stockpile options were not turned off when base was captured/ P) n. T6 N; ^5 _3 Z2 r5 c N
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" b3 J0 D/ p$ i1 ]0 G0 L
mouse over: E, B' t) X$ [2 J8 T7 u+ e3 r
33. Army experience being gained when not 100% prepared as per manual; changed to allow
% g6 ?) `# B! |9 z( G: Q, j: }. Tchance to gain experience if >75% prepare and < 50% national exp level
+ e: A e- h6 I- b: r34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to1 v* w V$ A) l! A
alleviate the incorrect experience gaining happening while in reinforcement queue( h) C( s- L; H+ j! F
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 f2 z3 G' k; P$ f V
caused unit to jump “off-rail” and move overland7 U0 q2 z* z+ t! b& |* B
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 V0 e w! e" p' ?' N, d# ^9 Y
37. Excessive accident messages on unload from TF reported3 j1 V+ e4 ^* s# O: k0 r: |
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! v3 u s# S( X2 E8 omerged causing smaller size unit than expected
. @* q- w/ @, g1 Q. ^4 N* \39. Corrected possible TOE error in scenario data load for inactive units
* J- e& @+ [& d9 v% \40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- s8 U5 k V4 g5 K) n- N& o( ^however be allowed to do this., q* F4 k5 B, S
41. Possible CTD if sinking ship's load was a group3 h2 m1 _& l% P- w, G9 x+ m( M
42. Limit the number of devices built from resources per unit during LCU replacements; this
- c1 f& J/ C4 i, Q5 E. ]/ kwas causing an over production for that turn
0 O! ^. J- u7 _7 C43. Retain day/night setting when creating group fragments( ~2 k$ _4 y/ p' x* T: E
44. Adjusted supply and fuel values in base list not to overrun the space
& b, t- @) z$ ]( q" ^8 W, W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but) G7 r% D7 m/ p3 d& \) A. \& s% V
added YMS to Sweep TF in line with manual and code. [/ d& u# w# s, u/ D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. b, x6 V% W G- d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 }0 y) M+ ]' v# H. W! crebuilding of destroyed units is not affected by this.
; W& \5 m; |3 Q47. Carrier capable and trained text not showing together on Group screen" X: q3 S# ?% S
48. Handle any blank re-name changes by ignoring them
* n+ C8 W+ u; e$ j {1 @2 {* I49. Possible CTD when air fragments combine$ V& H5 O4 x1 S7 j. N
50. Unloading TF can freeze a LCU onto a ship under some conditions
# c) |& U- s5 S6 J# |( ^& L51. AI not behaving if main HQs missing (affects small map mainly)5 E" o0 t/ @$ O' `' w' _( J: U
52. AI using AGC for normal land units – removed from TF if not needed
6 M. W6 j, J6 L/ f; X- n& I! x53. Soviet activation message not in Ops report
! H* T3 g7 Q3 |0 l54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range {4 r3 u7 h6 n/ a
55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 |* x% w! P: @ D; W$ |. z56. Sub attack against docked TF not happening for port size <3
( y$ m/ [2 L0 O2 h' C( j57. Unit type changing unexpectantly$ Q2 s5 z2 y" i# i% n& \- r! p: C
58. Torpedo replacement on plane sometimes is missed! e6 v* ]! Y8 \ E1 d
59. Double handling of overstacked supply requirements
! @5 [4 L6 f. B, C- l( Q60. Fixed alternate weapons for port attacks
; X! K' i" n0 l: U61. Corrected weapon system damage to show after combat on ships in port rather than wait till' f0 P/ U% e# q5 j' N, j6 [4 D
sometimer in the ship repair cycle.
; ]5 S0 z% w: l& E9 a62. Ship tonnage over 32K could cause repairs to fail3 \. @6 D. U* y3 Z/ o
New
* S# j/ h7 W- H/ V2 ^- i) J$ ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 C! ]. z4 i# ]/ n! }' r+ [port
6 Q; i9 M$ O( {1 ^+ n3 K2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; T; l! ^) P7 o6 T- `Tenders not counted
& y& D* P$ p- N2 j+ d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
& o4 c4 K# A+ K4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
% i" P7 V1 E+ m: S" Eto remove damaged ships from TF
5 Z9 v2 \0 w% _3 i5. New filter for “non-building” devices in Industry pool screen
7 Q4 j: H4 w( R Z# ?; n- Q6. New filter for “non-building” aircraft in Air Replacement pool screen
- g; b q! {- Y5 i G7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% P& `7 o1 k' I- Qmines (^) detected+ [3 k# g7 Y( ^- e% u$ a% }9 _
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 S, |1 E; T7 Z: P; P" F
‘button6..’ image files, then these will be shown. If not, by default there are shown as
4 \$ T7 l8 c2 Z3 V; T* ]$ gstandard parachute unit icons8 _9 O& O5 J( Y2 f: v; P
9. Air/port damage and building is shown in base mouse over
# \1 [" [6 m* v9 `: e) P10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
" b2 x N' \, q- x11. TF can be routed to stay within coastal hexes as much as possible
) R( \, n% I. i, v" A! D) ?12. On Top Pilot screen show the 'ace' cut-off value if more than 1% H& v& h2 J9 r* X
13. Added option on group and LCU reinforcement screen to turn off replacements
1 z' F% \+ v0 @# l3 d8 a& G. K14. Current base can get supply returned to it when reserve planes returned which were
) g- D$ s, u. M1 [1 }originally supplied from another base2 V: [1 V# p5 `0 e' |' ^1 C2 v; a
15. Unit type filter on Troop Loading screen) P6 U, s {" a) b
16. Report killed ground units if not in combat report
) |+ n7 R. g# `: o6 R' zChanged
# m: g, m ~% h( ^& W h1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! s1 w4 M3 C) M6 P(complements fix 18 above)+ c& [. e! S2 [: Z" u* `/ c' J
2. Permanently increased pilot array to 70K' H- k2 D @" j" Q6 K; m( ^9 b+ A$ C
3. Increased number of air combat rounds are a factor of total aircraft involved& B0 A" a: G; d$ q! V
4. Allowed submap to submap movement if land connected for land units. Should have been# b7 D. l3 T% L, V" ~0 V
so as per Andrew Brown
* n/ Z) C7 u; Z9 Y/ U! h+ z$ v5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 A. J3 G" \8 _% j
delay toggle instead
. ^2 k9 V- j) i0 [$ I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( `( c( G: Z: e/ E. H9 H7 v3 D# n
maintenace a bit more; b$ v9 }: A) E6 B4 t5 T/ L& h
7. Support device replacements won't decrease the overall experience of LCU units. This does
( D6 x! _: }! P, p3 n5 {not alter the overall EXP change due when any replacements are received.$ k |- ?7 Y; W; @1 _ D( _: R0 o
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 e: |) t e- u# @- w* k* Z
between the two but could break current games.
. U* d" N6 D6 N2 ?- N4 e# R9. Some LCU Prep points may be retained if unit is experienced
: J0 M5 F0 [. S7 D2 E/ |. w. ~Notes! n, G- M3 v& S0 F* b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( x/ Y: [* j% c( M4 @" }- k) ~- f
should not change player or HQ, even if not in play. These original HQs are used by the AI
/ W# w2 d% V# K- Z. A% [1 U6 t: groutines so changing or deleting them can put the AI off. Changing other elements should
/ J. b- m3 x: _" _1 ebe okay.
" J/ D' h4 y, N( g* z4 |2. Clarification to weapon filters for aircraft:; V- U" S' J' k$ `; I& t6 g
PM_NAVAL_ATTACK 2 // used for naval attacks" r8 k+ E( I+ x; C1 I; }# ~% k# ~4 U; ~1 _
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. _% C; g: Z) g, g5 i) ~PM_LAND_ATTACK 8 // used for land (ground) attack9 _* c) i7 y3 u! c$ ]
PM_PORT_ATTACK 16 // used for port attack9 G+ n! R& K+ {% H9 B
PM_AF_ATTACK 32 // used for AF attack
9 [) M, H5 z' ^- T1 J3 nDropped any reference to secondary values for land and AF as they served no special use., a; _8 C6 v0 H' @' [
Clarification changes
5 p- `1 z- ?4 e% p; t# B* b" C1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 v' |0 J5 I/ m5 C/ qbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
0 `, d- ^, }* K( b9 _* i) V3 ~MONGOLIA(91) or TANNU_TUVA(92).7 j1 y9 E( ~" G
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases; n2 V( \- R6 ^. Q" F
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 R/ ^- l8 _$ f5 [/ Zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 J. \ B5 B$ Y1 ]" _$ e5 F
after Soviets are activated, but can’t move4 D( O4 j% p" [2 b+ X9 ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* e5 S& N0 h$ q' R1 c! \. Kdisbanded in port.6 F1 U& p8 e- d: Q$ h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 i" C. m, {8 U- G6 a3 ~, B
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |